As institutions put more stock in learning analytics, campus technology leaders explore how a culture of openness could make the difference between success or failure for the rising technology.
Smart Technologies has introduced the Smart Board 6065, the first model in a new line of interactive flat panels for education.
Not even a month after Wichita State University said it was teaming up with Blackboard to create a new approach for delivering student services, the University of Arkansas announced that it would be working with the education technology company to analyze the marketability of its online degree programs.
Lambton College is developing a pilot program to test out gaming in six of its courses — including first-year math, electrical circuits, and hair removal — to see if the use of game-playing improves attendance rates and student engagement.
A "design and build" shop for education at the University of Florida just received a $250,000 grant to build a teacher network to go along with a new tool introduced in 2013 to help students with algebra.
People who play massively multiplayer online games don't necessarily prefer the company of avatars to live humans. In fact, reports new research supported by the United States Air Force Research Laboratory, online gaming expands players' social lives.
Mimi Ito, professor in residence in the departments of Anthropology and Informatics at UC Irvine, shares ideas for building stronger connections between formal and self-directed learning.
Robotics are so 2013. Now students are building and deploying "nanocopters." At least they are in a Dartmouth University class led by Andrew Campbell.
Two teams of public relations students at the University of Hartford are vying in their class to promote the use of a higher education social networking service at their own university.
KeyLemon, a company that makes biometric identification tools, and SwissTeach have partnered to demo facial recognition on the latter's online learning management system (LMS), Global Teach.